For the street texture, after unwrapping the model, I began to collect hi-resolution close-up textures for the street tiles. Here is the diffuse map (Fig.11).

Fig. 11

The original map resolution was 3500*4000 pixels (Fig.12).

Fig. 12

After that, I came up with the displacement texture by desaturating each layer and adjusting the brightness and contrast (Fig.13).

Fig. 13

To simulate the wet look of the street, I had to produce a reflection map and glossiness map, so using the displacement map as a base, I changed the level of some layers and inverted some other layers and so on, until I ended up with the reflection map and glossiness map (Fig.14 & Fig.15).

Fig. 14

Fig. 15

To apply these maps to the street object, I used vraymtl and plugged these maps into it with some adjustments in the reflection and glossiness maps (Fig.16 & Fig.17).

Fig. 16

Fig. 17

All of these adjustments came after a long journey of tries and errors.

Rendering

The render was with normal settings, there was nothing special here (Fig.18 & Fig.19).

(ID: 168778, pid: 0) Mediux on Mon, 26 November 2012 12:57am Great and clever work and of course brilliant output. I am jealous and I admire your extra work putting this workflow images.
Good luck!

(ID: 156138, pid: 0) Ramolo on Mon, 15 October 2012 7:38pm Thank you so much! Amazing work! Detailed and it will help me a lot to archive realistics results in my works. I like rainy days!!

(ID: 128535, pid: 0) Oliver L-W on Tue, 26 June 2012 1:13pm Hey Esam, very concise and detailed tutorial showing how you came to create this scene, i approve! its always great seeing the variety of ways artists use different tools and methods to create the final product, and im going to be using a few little methods ive seen here in some of my upcoming projects! Keep it up and i look forward to seeing more!